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45 lines
1.3 KiB
45 lines
1.3 KiB
3 years ago
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using UnityEngine;
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namespace ET
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{
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public class AI_Attack: AAIHandler
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{
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public override int Check(AIComponent aiComponent, AIConfig aiConfig)
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{
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long sec = TimeHelper.ClientNow() / 1000 % 15;
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if (sec >= 10)
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{
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return 0;
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}
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return 1;
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}
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public override async ETTask Execute(AIComponent aiComponent, AIConfig aiConfig, ETCancellationToken cancellationToken)
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{
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Scene zoneScene = aiComponent.DomainScene();
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Unit myUnit = UnitHelper.GetMyUnitFromZoneScene(zoneScene);
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if (myUnit == null)
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{
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return;
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}
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// 停在当前位置
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zoneScene.GetComponent<SessionComponent>().Session.Send(new C2M_Stop());
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Log.Debug("开始攻击");
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for (int i = 0; i < 100000; ++i)
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{
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Log.Debug($"攻击: {i}次");
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// 因为协程可能被中断,任何协程都要传入cancellationToken,判断如果是中断则要返回
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bool timeRet = await TimerComponent.Instance.WaitAsync(1000, cancellationToken);
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if (!timeRet)
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{
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return;
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}
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}
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}
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}
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}
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